Sails Full of Stars
Sails Full of Stars
Sails Full of Stars
s full
A WORLD OF
ADVENTURE FOR
Don Bisdorf
This adventure was made awesome thanks to our Patreon patrons at patreon.com/evilhat—thanks guys!
INSIDERS
Alan Bartholet Christopher eneko zarauz Jason Blalock Jon-Pierre Gentil Marshall Smith Nick PK Stephen Rider
Alexander Keane Gunning Eric Bontz Jason Cotton Jordan Dennis Marty Chodorek Nick Bate Randy Oest Thom Terrific
Alexander R. Christopher Stilson Eric Willisson Jason F Broadley Juanma Matt and Nykki Nick Reale Richard Bellingham Tim L Nutting
Corbett Dan Moody Frank Jeff Craig Barranquero Boersma Nicola Urbinati Richard Ruane Timothy Carroll
Andrew Sier Daniel Frédéri POCHARD Jeremiah McCoy Katie Berger Matt Anderson Nicolas Marjanovic Rick Troy Ray
Anne-Sylvie Betsch Daniel Gallant Garrett Rooney Jeremy DeVore Tremaine Matthew Orwig Osye Pritchett Rick Jakins Tyler Hunt
Antero Garcia Daniel Linder Gavran Jeremy Tidwell Katie Ramsey Matthew Broome Pablo Martínez Riggah Will Goring
Arjun Comar Krauklis Giuseppe Jim Hart Keith Stanley Matthew Dickson Merino Robert Hanz William J. White
Arlo B Evans David Dorward D’Aristotile Jim Nicholson Ken Matthew Whiteacre Patrick Ewing Robert Kemp William Lee
Brett Abbott David E Ferrell Glenn Mochon Jin Shei Ken Ditto Micah Davis Patrick Rod Meek William McDuff
brian allred David Ellis Graham Joakim Kenji Ikiryo Michael Bowman Mueller-Best Roger Edge Woodrow Jarvis Hill
Brian Chase David L Kinney Graham Wills Johannes K. Kieren Martin Michael Cambata Paul Shawley Ryan Singer Zach
C. J. Hunter David Reed Griffin Mitchell Rasmussen Laura Michael Dean Paulo Rafael Sanchit
C.K. Lee David Starner Haakon John Beattie LeSquide Hannah Guariglia Sarah Vakos
Cerity Demian Buckle Thunestvedt John Black LilFluff Michael Green Escanhoela Scott Hamilton
Charlton Wilbur Dustin Evermore Harry Lewis John Rogers Luke Green Michael Pedersen Pavel Zhukov Sean
Chris Edgardo A Montes James F Thunberg John Rudd MAINGUET Francois Michael Shumate peter burczyk Sean O’Dell
Christian Svalander Rosa Jamie Smith John Wyatt Marc Mundet Mitchell Evans Peter Gates Sean Smith
Edward MacGregor Jason Jon Mark Morgan Ellis Philip Nicholls Selene O’Rourke
ADVENTURERS
Adam Gutschenritter Caleb Figgers Dianne Howard M Thompson John Buczek Leonardo Paixao Mikey Rishi Stephen Holder
Adam M. Coleman Carl McLaughlin Didier Bretin Ian Charlton John Clayton Lester Ward Misdirected Mark Rob Voss Stephen Hood
Adam Makey Carl-William Dillard Ian Noble John Fiala Lisa Hartjes Productions Robb Neumann Stephen Waugh
Aidan Grey Carlos Martín Dirk Methner Ian Stanley John Halsey Lisa M Mishy Stellar Robert Bersch Steve Discont
Al Billings Charles Evans Don Arnold Indi Latrani John Hawkins Lobo Mitch Christov Robert Biskin Steve Gilman
Alan Phillips Charles Kirk Don Bisdorf Irene Strauss John Hildebrand Loren Norman Mitchell Smallman Robert Daines Steve Kunec
Alan Timothy Rogers Chip Dunning Doug Blakeslee Isaac Carroll John Lambert Lowell Francis Mook Robert Rees Steve Radabaugh
Alan Twigg Chirag Douglas Ismael John Petritis Luca Agosto Naomi McArthur Robert Rydlo Steven Code
Alex Norris Chris Caporaso Doyce Testerman J. Brandon Massengill John Portley Lucas Bell Nathan Barnes Robert Zasso Steven D Warble
Alexander Chris Heilman Drew Shiel Jack Gulick John Taber Lukar Nathan Reed Rocco Pier Luigi Steven desJardins
Alexander Gräfe Chris Jourdier Duane Cathey Jackson Hsieh John Tobin M Kenny NekoIncardine Rodrigo Steven K. Watkins
Alexander Permann Chris Kurts Duncan Jacob John William McDonald M. Alan Thomas II Nessalantha Roger Carbol Steven Markley
Alexis Lee Chris Lock Dylan Sinnott Jake Linford Johnathan Wright m.h. Nicholas Pilon Ron Blessing Steven sims
Alistair Chris Mitchell Earl Butler Jake Rides Again Jon Rosebaugh Manfred Nicholas Sokeland Ron Müller Stuart Dollar
Allan Bray Chris Nolen Eben Lindsey Jakob Hallberg Jon Smejkal Marc Nick Townsend RoninKelt Svend Andersen
Alloyed Christian Lajoie Ebenezer Arvigenius James Jonas Matser Marc Kevin Hall Nikke Roy Tabletop Audio
Andrew Betts Christoph Thill Edgar Schmidt James Boldock Jonas Richter Marcel Lotz Noel Warford Roy LaValley Teresa O
Andrew Dacey Christopher Allen Edward Sturges James Endicott Jonathan Marcel Wittram Olav Müller Ruben Smith-Zempel Terry Willitts
Andrew Grant Christopher Nobles Eirch Mascariatu James Husum Jonathan Marcus Oliver Scholes Ryan C. Christiansen Tevel Drinkwater
Andrew Loch Christopher Smith Adair Elsa S. Henry James Marston Jonathan Dietrich Mario Dongu Olivier Nisole Ryan D. Kruse The Roach
Andy Arminio Christopher W. Dolunt Elsidar Amhransidhe James Rouse Jonathan Finke Marius Orion Cooper Ryan Gigliotti Thomas
Angus MacDonald Chuck Emmanuel James Schultz Jonathan Hobbs Mark Owen Duffy Ryan Lee Thomas Balls-Thies
Anthony Popowski Cody Marbach Enrique Esturillo Cano James Stuart Jonathan Korman Mark A. Schmidt Owen Thompson Ryan Olson Thomas Erskine
Anthony Wright Cole Busse Eric I James Winfield Jonathan Perrine Mark Diaz Truman Pablo Palacios Samuel Steinbock-Pratt Thomas Maund
Antoine Pempie Colin Eric Poulton Jamie Wheeler Jonathan Rose Mark Harris paolo castelli Samwise Crider Thomas Ryan
Arlene Medder Colin Matter Eric Steen Jan Stals Jonathan Young Mark Mealman Paolo Cecchetto Sarah Williams Thomas Wilkinson
ArthurDent Craig Andera Erich Lichnock Janet Jordan Deal Mark Widner Patrice Hédé Schubacca Tim
athalbert Craig Mason Erik Jared Hunt Jose A. Markus Haberstock Patrice Mermoud Scot Ryder Tim
Aviv Craig Wright Erik Ingersen Jason Joseph Formoso Markus Schoenlau Patrick Gamblin Scott Acker Tim Popelier
B. Bredthauer Curt Meyer Ernie Sawyer Jason Bean Josh Rensch Markus Wagner Paul Scott Dexter Timo
Barac Wiley Cyrano Jones Etienne Olieu Jason Best Joshua Marley Griffin Paul Arezina Scott Diehl Timothy Seiger
Bastien Daugas Dain Ezekiel Norton Jason Heredia Joshua Martin Cumming Paul Bendall Scott Greenleaf Todd Estabrook
beket Dan Behlings Fábio Emilio Costa Jason Lee Waltman Joshua Martin Deppe Paul Olson Scott Martin Todd Grotenhuis
Ben Howard Daniel Byrne Fabrice Breau Jason Mill Joshua Ramsey Martin Terrier Paul Rivers Scott Puckett Tony Ewing
Benjamin Cush Daniel Chapman FelTK Jason Pasch Joshua Reubens Mason Paul Stefko Scott Thede Torolf de Merriba
Benjamin Wandio daniel hagglund Florent Poulpy Cadio Jason Tocci JP Mathias Exner Paul Yurgin Scott Underwood Travis
Benjamin Welke Daniel Kraemer Florian Greß Javier Gaspoz Juan Francisco Matt Clay Pavel Panchekha Scott Wachter Travis B.
Bill Daniel Ley Frank Jayna Pavlin Gutierrez Matt Landis Pete Sean M. Dunstan Trevor Crosse
Björn Steffen Daniel M Perez Frank Beaver Jean-François Robillard Julien Delabre Matthew J. Hanson Peter Griffith Sean Smith Tyson Monagle
Blake Hutchins Daniel Maberry Frank G. Pitt Jeff Vincent Jürgen Rudolph Matthew Miller Peter Hatch Sean Smith Udo Femi
Bo Bertelsen Daniel Markwig Frank Jarome Jeffrey Boman Justin Matthew Price Peter Kahle Sergio Le Roux Urs Blumentritt
Bo Madsen Daniel Taylor Frédérick Périgord Jeffrey Collyer Justin Beeh Matthew Whalley Peter Woodworth Seth Clayton Victor Allen
Bob Darren Lute Gabriel Whitehead Jens Justin Hall Matti Rintala Phil Groff Seth Hartley Ville Lavonius
Bob Hiestand Dave Galen Pejeau Jens Alfke Justin Thomason Max Philipp Pötz Shadowmyre Kalyn Vincent Arebalo
Brad Davies Dave Joria Garrett Jere Krischel Kaarchin Max Kaehn Philippe Marichal Shai Laric Vladimir Filipović
Brad Robins David Garrett Jones Jeremy Karl Maurer Mel White Philippe Saner Sharif Abed Volker Mantel
Bradley Eng-Kohn David Bellinger Gary Anastasio Jeremy Glick Karl Naylor Michael Phillip Webb Shawn Warren P Nelson
Brandon Metcalf David Bowers Genevieve Jeremy Hamaker Kenny Snow Michael Piers Beckley Simon Browne Wayne Peacock
Brandon Wiley David Buswell-Wible Geoff Jeremy Kear Kent Snyen Michael Porter Williams Simon Brunning Wes Fournier
Brandt Bjornsen David Fergman Geoffrey Jeremy Kostiew Kesh Michael Barrett Purple Duck Games Simon White William Chambers
Brendan Clougherty David Goodwin Gian Domenico Facchini Jeremy Wong Kevin Flynn Michael Bradford R R Clark Simon Withers William Johnson
Brendan Conway David Griffith Glynn Stewart Jerico Johnston Kevin Li Michael Brewer R. Brian Scott Sion Rodriguez y WinterKnight
Brent Ritch David Maple Gozuja JF Paradis Kevin Lindgren Michael D. Blanchard Rachael Hixon Gibson Wulf
Brett Ritter David Millians Graham Meinert Joanna Kevin McDermott Michael D. Ranalli Jr. Ralf Wagner Sławomir Wrzesień Xavier Aubuchon-
Brian Bentley David Morrison Greg Matyola Joe KevIn oreilly Michael Hill Ralph Miller Sophie Lagace Mendoza
Brian Creswick David Olson Gregg Workman Joe Patterson Kevin Payne Michael Hopcroft Randall Orndorff Spencer Williams Yonatan Munk
Brian Koehler David Rezak Gregory Fisher Joe.D Kevin Veale Michael McCully Raun Sedlock Stefan Feltmann Z Esgate
Brian Kurtz David Silberstein Gregory Hirsch Joel Beally Kris Vanhoyland Michael Mendoza Raymond Toghill Stefan Livingstone Zeb Walker
Brian S. Holt David Stern Gustavo Campanelli Joel Beebe Krista Michael Thompson Red Dice Diaries Shirley Zed Lopez
Bruno Pereira Davide Orlandi Hans Messersmith Johannes Oppermann Krzysztof Chyla Mighty Meep Remy Sanchez Stephan
Bryan Declan Feeney Heather John Kurt Zdanio Miguel Renzo Crispieri Stephan A. Terre
Bryan Gillispie Denis Ryan Herman Duyker John Kyle Mike de Jong Richard Greene Stephanie Bryant
Bryan Hilburn Derek Mayne HFB John Larry Hollis Mike Devonald Richard Lock (Mortaine)
Bryce Perry Devon Apple Hillary Brannon John Bogart Leif Erik Furmyr Mike Vermont Richard Warren Stephen Figgins
SAILS FULL
OF STARS
A WORLD OF
ADVENTURE FOR
SEAN NITTNER
ART DIRECTION
MARISSA KELLY
LAYOUT
FRED HICKS
INTERIOR & COVER
ARTWORK
ELISA CELLA
MARKETING
CARRIE HARRIS
BUSINESS DEVELOPMENT
CHRIS HANRAHAN
An Evil Hat Productions Publication
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Sails Full of Stars
Copyright © 2015 Evil Hat Productions, LLC and Paul Stefko.
All rights reserved. First published in 2015 by Evil Hat Productions, LLC.
10125 Colesville Rd #318, Silver Spring, MD 20901.
Evil Hat Productions and the Evil Hat and Fate logos are trademarks
owned by Evil Hat Productions, LLC. All rights reserved.
No part of this publication may be reproduced, stored in a
retrieval system, or transmitted in any form or by any means,
electronic, mechanical, photocopying, recording, or otherwise,
without the prior express permission of the publisher.
That said, if you’re doing it for personal use, knock yourself out.
That’s not only allowed, we encourage you to do it.
For those working at a copy shop and not at all sure if this means
the person standing at your counter can make copies of this
thing, they can. This is “express permission.” Carry on.
This is a game where people make up stories about wonderful, terrible,
impossible, glorious things. All the characters and events portrayed in this
work are fictional. Any resemblance to real people, sailors, spacefaring
technology made out of silk and moon rocks, alchemists, Martians, or
steampunk sailing spaceships is purely coincidental, but kinda hilarious.
CONTENTS
Acknowledgments............................................................................. 3
Prologue............................................................................................. 3
A Sea of Stars..................................................................................... 4
Beyond Earth...................................................................................... 8
The Rheus........................................................................................................8
Venus.................................................................................................................9
Mars....................................................................................................................9
Jupiter...............................................................................................................9
Europa...............................................................................................................9
Io.........................................................................................................................9
Fortuna...........................................................................................................10
Dragons..........................................................................................................10
Science............................................................................................... 11
Lunite (Moonstone)..................................................................................... 11
Phlogiston....................................................................................................... 11
Prometheum (Black Fire, Gun Oil)........................................................ 11
Rheosilk........................................................................................................... 11
Rheoships..........................................................................................18
A Sailor’s Life...................................................................................20
Common Equipment................................................................................20
Extraterrestrial Environments...............................................................20
Sky Harbors................................................................................................... 21
Asteroids........................................................................................................ 21
Rheostorms................................................................................................... 21
Rheoships as Characters................................................................ 22
Rheoship Aspects...................................................................................... 22
Rheoship Skills............................................................................................ 22
Rheoship Stunts......................................................................................... 23
Rheoship Milestones................................................................................. 23
Crew ................................................................................................. 26
Crew Actions............................................................................................... 26
Crew Combat.............................................................................................. 26
Rheoship Combat............................................................................ 28
Running the Conflict................................................................................. 28
Other Actions During Ship Combat.................................................... 29
Rheoship Consequences and Conditions.........................................30
PROLOGUE
It’s June 15, 1850. You’re on Mars. And you’re late.
Your rheoship’s hold is full of asteroidal ore, precious raw materials that
the alchemists and metallurgists of Earth will pay dearly for. Your creditors
in Saint Petersburg expect this shipment in fifteen days, and will cancel your
debt if you deliver on time. But if you are as much as a day late, they will
declare you to be in default, which could result in the seizure of your ship and
a long stay in debtor’s prison.
You would be on your way to Earth now if your ship’s atmosphere refresher
hadn’t started to fail, forcing you to stop at a Martian port for maintenance.
Your crew had nearly completed the repair when the colonial governor
announced that the sky harbor was closed, forbidding any ships from landing
or departing.
The governor’s soldiers claim to be searching for a fugitive, but you’ve heard
crew members of other ships speculate that the governor is simply inventing
a pretext to seize cargo and demand bribes. It seems certain that, soon, some
impatient captain will defy the soldiers and anti-air guns by making a run for
freedom—and as your deadline draws nearer, you wonder if that fleeing ship
will be yours.
When a shadow rises into the sky over the port city, you look up to see
that someone else has chosen to be the first to test the port’s defenses and the
governor’s wrath. You watch as the rheoship floats free of the sky harbor, its
phlogiston-powered propellers humming, as it tries to gain as much altitude
as possible before the crews of the anti-air guns receive their orders to fire. But
it seems as if those orders will never come, as the rheoship ascends, and the
guns remain silent…
Then, a flash—a bright green ray cuts across the sky. Where is it coming
from? It looks as if something in the nearby Martian ruins is projecting it—
has an eons-old machine of the long-dead Martians reawakened?
The crew of the fleeing rheoship has only a few seconds to ponder the mys-
tery. The green beam slides across the horizon until it strikes the ship, and
you hear a whine, almost a scream. The ship’s wooden hull turns gray, then
black—and then the entire vessel collapses into a cloud of fine dust, dispersing
in the thin Martian air.
The killing ray disappears and the port is silent, with only a fading smudge
in the sky as evidence that a hundred sailors were just erased from the universe.
You suspect that you are not going to meet your deadline.
France
France’s recent political and scientific revolutions have dramatically improved
its fortunes. Napoleon’s genius put the resources of Europe under French con-
trol, and France’s alchemical advancements have extended the range of French
ships and the power of French guns. France is therefore enjoying the fruits of
a new colonial age, realizing rapid gains in wealth and extraterrestrial territory.
The French government has dismantled the structures of nobility through-
out Europe in the name of social equality. In many cases, the government
has seized the ancestral lands of these former earls and barons, redistributing
the property according to “the needs of the state.” This has provoked deep
resentment among the ex-nobility, especially as their lands have been given to
favored government officials.
France’s holdings include all of Europe, from the United Kingdom in the
west to Poland in the east. France also controls some territory in North Africa,
including Algeria and Morocco.
China
China was the first nation on Earth to achieve flight beyond Earth’s atmosphere.
Its extraterrestrial colonies are the oldest and most prosperous, and its rheo-
ship crews benefit from centuries-old wisdom and traditions. Unfortunately,
China’s initial dominance of the heavens led to arrogance, and then to stagna-
tion. They have ignored the progress of the other Earthly powers, and they
have neglected their own scientific efforts, allowing the Ottomans and the
French to close the technological and colonial gap. China still considers the
realms beyond Earth as their sovereign territories, and they regard extraterres-
trial expansion by other nations with a mixture of disgust, anger, and horror.
China has directed its energies toward colonizing other planets, not toward
conquering its Earthly neighbors. Its borders match those of our own 19th-
century China.
The Rheus
The rheus is an invisible force that permeates all space. Most matter is unaf-
fected by the rheus, but rheoresistant materials react as if the rheus were a
moving fluid. Picture a piece of driftwood dropped into a fast-moving river.
The river will sweep the driftwood along in the direction of its current. When
the river empties into a lake, the current slows, and the driftwood slows as
well. The rheus acts in the same fashion as the river, accelerating or decelerat-
ing the rheoresistant object until it is moving at a given speed and direction,
depending on the local rheus characteristics.
Note, though, that the rheus does not provide buoyancy or lift; instead,
rheoships use a counter-gravitational material known as lunite to achieve
flight. Once a ship is free of the bonds of gravity, it can harness rheus forces
with its rheosilk sails to carry the craft where it needs to go.
The rheus has different layers, referred to as “pitches.” The rheus at one pitch
might seek to move objects northward quickly, whereas the rheus at another
pitch might move objects eastward slowly. These forces vary from location to
location, and they change over time. Through extensive measurement and
calculation, space travelers have learned to chart and forecast patterns of rheus
forces across the solar system.
A ship’s mainsails are tuned to a pitch known to produce high velocities,
while the keelsails are tuned to a pitch that produces low velocities. The
mainsails generate acceleration; the keelsails generate drag. Changing the ori-
entation of these sails allows the ship to change directions and to tack, much
as an ocean-going vessel does.
Mars
Ancient ruins scattered across the barren surface of Mars are evidence of a
great civilization that rose and fell eons before human eyes first saw the light of
the Red Planet. The Great Powers establish colonies near these ruins so their
colonists can harvest exotic materials from the deserted cities, while state-
sponsored scientists study the mysteries of the lost Martians.
Jupiter
The gaseous depths of Jupiter are rich in the raw materials needed to produce
valuable alchemical products. To harvest these materials, specially designed
“gas drinker” ships dive into Jupiter’s clouds, scoop and filter the polychro-
matic gases there, and climb back up to safety. Gas refineries in orbit wait
to receive and process these gases, then render out the precious elements to
supply Earth’s alchemists. Working on a gas drinker is risky, but the profits
can be substantial.
Europa
Jupiter’s icy moon is the home of the Winter Palace, home away from home
for France’s government officials. For two months out of the year, the impor-
tant elements of the French government relocate here, ostensibly to be closer
to France’s critical gas refineries. More likely is that Europa is far less crowded
and far less accessible than Paris, which allows visiting officials to pursue their
recreations with more privacy than on Earth.
Io
Currently, France has exclusive control over Io and her rich mineral deposits.
The moon’s atmosphere is violent and unbreathable, and most French mines
here are crewed by prison laborers who live in underground shelters.
Dragons
Vast space-going creatures, dragons are encountered only rarely by travelers
from Earth. Their wings are rheoresistant, providing them propulsion in space.
They are telepathic and possess knowledge far beyond human understand-
ing. The reaction an Earth vessel might receive upon being discovered by a
dragon is unpredictable. Some dragons might ignore it, some might pause
for conversation, and some might destroy it with only the merest effort. The
Chinese regard dragons with reverence; the Ottomans believe that dragons
are a menace to be exterminated; the French regard dragons as a marvelous
scientific curiosity.
The truth—unknown to any human being—is that dragons have inhabited
our solar system for millions of years. An individual dragon might live as long
as a hundred centuries. They have no gender; instead, they reproduce asexu-
ally by laying eggs on suitable planets. A dragon might lay a single egg during
the course of its life, two if it is particularly prolific. These eggs, which resem-
ble purplish-pink iridescent stones three feet in diameter, gestate for centuries
before hatching. The young dragon will immediately seek the freedom of the
vacuum, where it will grow by feeding off the subtle energies of the cosmos.
There are close to thirty dragons in our solar system currently, and though
they remain physically separated, they can communicate telepathically
from opposite sides of the system. They spend their long lives observing the
universe, giving them scientific knowledge far beyond the dreams of human-
ity. Their attitude toward humans varies from amusement and curiosity to
annoyance and hostility. Most avoid humans when possible—there are more
significant topics to hold their attention—but a few have decided to play
a game amongst themselves by interfering with human culture. The gift of
rheosilk to humanity was but an early move in this game, which may take a
millennium or more to play out.
Lunite (Moonstone)
The anti-gravitational properties of lunite have been known to humanity
since before written history. The substance acquired the name “moonstone”
because of the mistaken belief that the moon must have been made entirely
of the material; after all, what else could possibly keep the moon from falling
to Earth? This misconception persists today among the undereducated, rein-
forced by the discovery of rich lunite deposits on the moon, though they make
up an insignificant fraction of the moon’s total mass.
Phlogiston
The process for producing phlogiston gas was one of alchemy’s earliest tri-
umphs. Highly compressible and flammable, phlogiston can be used as a
compact and energetic fuel for combustion engines. The gas is pale green and,
when ignited, produces a green fire.
Rheosilk
The Chinese were the first to learn the process for manufacturing rheosilk.
Chinese legend states that the formula was given to an early aerial explorer
by a benevolent dragon. Within Earth’s atmosphere, air resistance is sufficient
to cancel the influence of the rheus upon rheosilk; in the vacuum, though,
rheosilk sails can propel spacegoing vessels at prodigious speed.
Alchemy
Alchemy is the science of combining materials and chemicals in order to
produce other materials and chemicals with new properties. Alchemists can
produce poisonous gases, potent acids, healing elixirs, luminescent fluids,
and other useful mixtures. They cannot achieve true transmutation, such as
transforming lead into gold, though many frauds are willing to sell fictional
techniques for accomplishing this.
Alchemy is also the study of biological processes, including health, illness,
aging, and recovery. All modern medical treatment requires the practice of
alchemy. Even the preparation of folk remedies and botanical cures is a basic
form of alchemy. Competent diagnosis and treatment of ailments requires
specialized study, so characters must have the Doctor stunt (page 13) if
they wish to help others recover from physical consequences.
ALCHEMY IN PRACTICE
To create an alchemical mixture, an alchemist needs access to three
things:
To set the difficulty of an Alchemy roll, consider not only the mag-
nitude of the task to be accomplished, but also the tools, materials,
and time available. When a character must work with a limited set
of tools, or with poor quality materials, or in a rush, increase the
difficulty.
Sail Stunts
Superior Tactics: When it comes to naval battles,
you’ve seen every trick in the book. +2 when actively
opposing Sail rolls to create positional aspects.
Second Star to the Right: Charts and arithmetic
mills will never replace the instincts of a good navi-
gator. +2 to Sail overcome rolls to improve the speed
of a journey.
14
Other Skills and Stunts
Several Fate Core skills have additional uses in Sails Full of Stars, as listed below.
We also give a few sample stunts.
Athletics
Characters with higher Athletics will have an easier time getting around in
zero-gravity environments.
No Gravity? No Problem: While in zero gravity, you receive +2 to any roll to
move between zones or to move extra zones in a single action.
Freefall Wrestling: While in zero gravity, you can use Athletics instead of
Fight to make unarmed, hand-to-hand attacks against an opponent.
Crafts
Ship crews use Crafts to maintain and repair their vessels.
A Finely Tuned Machine: When you stack an advantage by invoking one
of your engineering-related aspects, and give it to an ally using your ship’s
equipment to perform an action, you grant that ally a +3 bonus instead of
the usual +2.
Miracle Worker: Once per session, after you succeed on a Crafts roll to begin
recovering a ship’s consequence when outside combat, you can spend a fate
point to immediately remove the consequence.
Deceive
The art of deception can be a useful—if not necessarily honorable—talent for
a ship’s captain.
Subtle Signaling: By understanding the relationship between lantern signals
and the hexagrams of the I Ching, you can construct signals that carry hidden
significance. To understand the hidden message, an observer must have the
Subtle Signaling stunt or must successfully overcome with Lore, opposed by
your Deceive.
The Finest Snake Oil: You’ve learned enough scientific jargon to convince
people that the flasks of colored vinegar you’re selling are elixirs of youth or
miracle cure-alls. +2 to Deceive while trying to convince someone that you’ve
produced a remarkable feat of alchemy.
Notice
An experienced commander looking down on a battlefield will see more than
blood and chaos. A true strategist will see opportunities, weaknesses, and—
above all—the guiding hand of the opposing general.
We Have Already Won: Before a physical conflict begins, if you have advance
knowledge of the area in which the battle will take place, and you have the
opportunity to discuss tactics with allies, you can use Notice to create an
aspect on a single zone without actually being there. This aspect represents
the benefits of planning and scouting, such as Coordinated Ambush or We’ll
Hold Them At This Pass. You can use this stunt for crew battles and for con-
flicts between individual characters.
It’s A Trap!: +2 to Notice to detect hidden aspects, such as Concealed
Trenches or Snipers Watching, on any zone you can see.
Provoke
Fear and anger can be effective tools for driving a crew to perform extraordi-
nary feats.
Have At Them, You Dogs!: You keep your troops motivated in combat by
bellowing a constant stream of colorful, inventive, and multi-lingual insults.
You can use Provoke instead of Will to benefit units under your command
during crew combat. See the Fate System Toolkit (page 167) for a list of these
benefits.
Rapport
A charismatic leader can remove a crew’s fear, doubts, and fatigue with a few
well-chosen words.
Follow Me To Glory!: You are an inspiring presence on the battlefield. You
can use Rapport instead of Will to benefit units under your command during
crew combat. See the Fate System Toolkit (page 167) for a list of these benefits.
Good Show!: When you show approval of a job well done, you encourage
your allies to achieve greater success. Once per scene, if an ally successfully
creates an advantage, you can grant another free invoke on the same aspect
if you are close enough to issue encouragement or congratulations. This does
not require an action.
Shoot
Napoleon himself started as an artillery officer, and used the firepower of his
cannons to devastate his enemies.
Hit Them Where It Hurts: When you successfully attack a rheoship, you
choose—rather than the defender—whether the ship must absorb the attack
with ship consequences or crew conditions. The target chooses which specific
consequences or conditions to use.
Warning Shots: a well-timed volley of cannon fire can discourage enemy ships.
Once per exchange, you can use Shoot to oppose an enemy ship’s attempt to
create a position aspect against any ship.
Will
A ship’s captain must be decisive and determined, or else risk losing the faith
of the crew.
Master and Commander: Once per scene, when your crew or battle unit per-
forms a single action under your command, you can substitute your Will for
any skill the crew or unit would have used. This Will roll cannot be improved
with teamwork bonuses.
One With the Ship: Your sweat and blood keeps the ship going in the worst
circumstances. When the ship would take a consequence, your character can
instead choose to take an equivalent consequence.
Common Equipment
A pressure suit is the most important piece of equipment a crewman owns.
Pressure suits are made of alchemically treated leather, with rubber joints and
metal seals. Helmets are large, rectangular metal cages set with reinforced
glass viewports. Built-in cylinders of air refreshment chemicals maintain the
oxygen concentration and temperature. Small chemical bubbles built into the
helmet visually indicate the air quality and pressure outside the suit. When in
vacuum, speaking to a comrade is only possible by touching helmets together
so that the metal and glass conducts the vibration of your speech. Since radio
technology is unknown, crewmen must use hand signals to communicate at
a distance.
In places where the atmosphere is merely thin—such as on the deserts
of Mars—a crewman can leave the pressure suit behind and instead use a
breathing mask. A tube runs from the mask to a cylinder of air refreshment
chemicals, usually worn on a belt. These chemicals are effervescent and pro-
duce a faint but continuous bubbling sound when working correctly. For
this reason, crewmen refer to air refreshment cylinders as “bubblers” or “soda
bottles.”
For personal defense, the most common sidearm is a repeating pistol, a
semi-automatic weapon with a magazine of shells mounted in front of the
trigger. Simply opening a hole in an enemy’s pressure suit will be either fatal
or likely to consume the attention of the suit’s occupant, though, so many
crewmen also like to carry piercing or cutting weapons such as knives, light
swords, or axes.
Extraterrestrial Environments
The conditions on the planets and moons beyond Earth, and in the measure-
less void of space, are inconvenient to humans—that is, when they are not
downright hostile. Most often, treat these hazards as situation aspects, such
as Hard Vacuum or Poisonous Mists. You can compel these aspects to create
complications at dramatically appropriate moments, such as: “Because you
are lost in the Plague-Filled Jungles of Venus, it makes sense that you would
develop a Mysterious Dizziness. You’re going to want to get to an alchemist
as soon as possible.”
You can also use the local environment as inspiration when choosing con-
sequences, as in: “She shot me for a 3-shift hit, so I’ll take Slow Leak in My
Pressure Suit as a moderate consequence.”
Asteroids
Though navigators have recorded the orbits of hundreds of asteroids, millions
more do not appear on any charts. When a ship travels to the asteroid mining
colonies, the vigilance of its lookouts is as important as the sure hand of its
navigator. A mile-wide rock appearing suddenly from the darkness can put a
quick end to a simple ore-hauling voyage.
Even with all this danger—or perhaps because of it—an uncharted asteroid
is a perfect place to hide something. Pirates use asteroids for hideouts and
treasure caches, and the Great Powers use them for secret lookout stations and
supply posts.
Rheostorms
A rheostorm is a violent disturbance of the rheus, usually lasting anywhere
from an hour to a day, though some rare storms have raged for a full week.
Appearing as complex ripples of purple light, rheostorms are harmless to most
physical objects, but interact violently with rheoresistant materials such as a
ship’s rheosails. When a rheostorm approaches, ships typically retract their
sails and coast along on momentum until the storm passes. If a ship’s sails are
up when a storm hits, the force of the storm can throw the ship off course,
bend the masts, or shred the sails. A skilled crew can attempt to ride out the
storm with their sails up, but the risk is rarely worthwhile.
Rheostorms are large enough to engulf planets, though only ships in orbit
would be endangered. Strong gravitational forces cancel the effects of a rhe-
ostorm, protecting ships closer to the planet’s surface. Well-equipped sky
harbors use their own sounding equipment to watch for coming rheostorms
and will issue warnings when appropriate.
Rheoship Aspects
Every rheoship has a high concept and a crew aspect. The high con-
cept is a brief description of the ship as a whole, such as Poorly Repaired
Merchantman or Intimidating French Warship. The crew aspect describes
the makeup and personality of the crew, such as Merciless Pirate Scum or
Patriotic but Inexperienced.
A vessel controlled by the players starts with 3 additional aspects, for a total
of 5. Important NPC vessels may also have additional aspects in proportion
to the significance of the vessel to the story.
Rheoship Skills
Skills associated with a rheoship represent the proficiencies of its crew. Choose
these skills only from the following list:
Athletics Notice Shoot
Craft Provoke Stealth
Fight Sail Will
For an NPC vessel, use the guidelines in Fate Core (page 214) for giving
skills to nameless NPCs. Don’t use the guidelines for supporting and main
NPCs; only use those guidelines when making important non-ship NPCs.
For the starting PC ship, give it the skill levels for an Average, Fair, or Good
nameless NPC, depending on what makes sense for your story.
When the ship’s crew performs a task, use the crew’s skill rank. However, if
a character takes direct command of the crew while they’re performing the
task, use the character’s skill rank instead. In this case, the character must
participate in the task alongside the crew, and the character cannot contribute
to any other tasks simultaneously. Only one character can take command of
a given task at once, and other characters cannot provide teamwork bonuses.
Rheoship Milestones
If your characters own or serve aboard a ship, the ship gets a milestone when
the characters do. The rheoship milesone is like a character milestone, with
two exceptions:
First, rheoships do not have refresh. At any major milestone, one player
may spend a point of refresh to buy a single stunt for the ship.
Second, the skill cap for the ship’s crew is always one rank below the skill
cap for the characters.
Asteroid Belt
Same Orbit
Neptune
Mercury
Uranus
Jupiter
Saturn
Venus
Earth
Mars
Mercury - 6/1 10/1 13/1 16/1 20/1 25/1 27/1 30/1 6/1
Venus 6/1 - 10/2 13/2 16/2 20/2 25/2 27/2 30/2 12/1
Earth 10/1 10/2 - 13/2 16/2 20/2 25/2 27/2 30/2 10/1
Mars 13/1 13/2 13/2 - 16/3 20/3 25/3 27/3 30/3 26/1
Asteroid Belt 16/1 16/2 16/2 16/3 - 20/4 25/4 27/4 30/4 1–32/1
Jupiter 20/1 20/2 20/2 20/3 20/4 - 25/5 27/5 30/5 40/1
Saturn 25/1 25/2 25/2 25/3 25/4 25/5 - 27/6 30/6 50/1
Uranus 27/1 27/2 27/2 27/3 27/4 27/5 27/6 - 30/7 54/1
Neptune 30/1 30/2 30/2 30/3 30/4 30/5 30/6 30/7 - 60/1
Cross-reference the two planets you’re traveling between. If your origin or
destination is not listed, use the planet or orbit closest to it. The number
before the slash is the base travel time in days, and the number after the
slash is the variance. This variance represents ever-changing influences such as
orbital positions and rheus forces.
Roll four Fate dice, multiply the die roll by the variance number, and add
the result to the base time to get the expected travel time.
Moving between a planet and its moon, or between moons belonging to the
same planet, has a base time of 24 hours with a variance of 1 hour.
The ship’s navigator can accept the ship’s travel time as is, or can attempt
to hasten the ship’s arrival by charting a new course, rolling Sail against a
Mediocre (+0) difficulty. Failure indicates that the new course was poorly
planned, and increases the travel time by one-third. On a tie, the travel time
increases by one-fifth. For a success, use the same travel time, and on a success
with style, decrease the travel time by one-third. The modified travel time is
final and will only change due to circumstances outside the players’ control,
such as a rheostorm or a pirate ambush.
Crew Actions
The ship’s crew includes general hands as well as officers who fill any roles
the PCs haven’t. The crew can perform any ship duty on their own, includ-
ing navigating and plotting courses, operating the sails and guns, repairing
damage, keeping lookout, operating signal lanterns, transferring cargo, and
so forth. When the crew performs a task on their own, they roll actions using
their own skill rank .
If a PC takes direct command of the crew to perform a specific task, roll
using the PC’s skill rank. In these cases, the PC must be actively involved in
the task alongside the crew. The crew can perform any reasonable number of
tasks at the same time, with or without PC leadership, but any one PC may
only take command of one task at a time.
Bailey orders the ship’s guns to fire. He decides to lead the gun
crew, so he uses his own Shoot rank instead of the crew’s Shoot
rank. Shortly after, the ship is damaged by return fire, and Bailey
wants to lead the repair effort. To do this, he gives up command of
the gun crew. When the guns are fired again, the crew operates the
guns, using their own Shoot rank.
You may wish to invent names and backgrounds for some NPC crew mem-
bers, but you don’t need to choose skills for these characters—they have the
skills and skill ranks as the rest of the crew.
Crew Combat
When running battles with large portions of the crew, such as ship-to-ship
boarding actions, use the mass combat rules from the Fate System Toolkit (page
163) with the modifications in this section.
At the start of the battle, divide friendly and enemy forces into units of
equal size, such as five or ten combatants per unit. Create enough units so that
each player can command at least one unit, but without creating too many
units to track easily. If the units have fewer than five combatants each, run
the battle as a normal conflict, not a mass combat, and group nameless NPCs
together using the mob rules from Fate Core (page 216).
Next, determine the statistics for each unit. Units composed of ship’s crew
will have the skills and the crew aspect associated with their ship. For non-
crew units, just assign skills as appropriate using the templates for nameless
NPC’s. Units have no stress boxes and 1 mild consequence. If you’re using
maps or other props, use a two-sided counter to represent each unit. When
a unit takes a mild consequence, flip the counter over. When it is taken out,
remove the counter from the battlefield.
Half Moon
High Concept:
Patched-Up Trading Sloop
Crew Aspect:
Experienced Sea Hands
Other Aspect:
The Debt Is Due
SKILLS
Good (+3): Sail
Fair (+2): Fight
Average (+1): Shoot, Athletics
Jiujiang Soldier
High Concept:
Because the Governor Ordered It
SKILLS
Average (+1): Fight, Shoot
STRESS
None
SKILLS
Superb (+5): Rapport
Great (+4): Resources
Good (+3): Deceive
Fair (+2): Empathy
Average (+1): Will
STUNTS
I Own This City: Use Resources in place of
Contacts when dealing with inhabitants of
Jiujiang.
STRESS
Physical 11 Mental 111
The Truth
It’s true that Tianlin has a small bag of Martian gemstones, worth 5000 francs
on Earth. But the gems aren’t the only secret Tianlin is holding back—she is
actually Sophia Reinking.
Sophia is a brilliant alchemist, but she has never been satisfied with her
achievements. She used her skills to extend her own life as far as she could,
but she reached the point where her death was certainly less than a decade
away. She couldn’t accept this idea, though—she had so much work left to do.
SKILLS
Fantastic (+6): Alchemy, Lore
Superb (+5): Investigate, Crafts
Great (+4): Deceive, Will
Good (+3): Notice, Fight
Fair (+2): Physique, Athletics
Average (+1): Shoot, Burglary
STUNTS
I’ve Read About That!: Spend a
fate point to use Lore in place of
any other skill for one roll.
Developed Immunity: +2 when
using Physique or Will to
defend against an opponent
using Alchemy to create an
advantage.
Art of Improvisation: Ignore
any increase in difficulty to
an Alchemy roll caused by not
having the correct materials or
equipment.
STRESS
Physical 111
Mental 1111
The Governor
For fifteen years, Fu An has been profiting from his position and his dis-
tance from any other Chinese authority. His attempts to reactivate Martian
machinery had, at first, been little more than a hobby that his more lucrative
enterprises allowed him to sustain. The arrival of Sophia Reinking changed
all of that. Where his previous experts had provided disappointment, Sophia
delivered results. Nothing earth-shaking—a few simple Martian toys and
tools—but more than anyone else had been able to accomplish, and with the
promise of greater things to come.
When she explained the potential of the Martian ray tower, he was dubious
at first, but he began to consider what he could do with that kind of power.
He told himself that the weapon was so immensely valuable that China would
forgive him any offense. He would become a true king of Mars, awesome and
invincible.
Sophia’s escape has driven Fu An mad with wrath. He is convinced that
she intends to sell the design of the Martian ray to another empire, or even
directly to the Chinese government, cutting him out of the deal. He would
rather see her dead than allow her to sell what he regards as his property. He
has ordered his soldiers and engineers to fire the ray at any fleeing ship, both
to make sure that Sophia does not escape alive, and to demonstrate his new-
found power to the universe.
SKILLS
Superb (+5): Provoke
Great (+4): Deceive
Good (+3): Fight
Fair (+2): Shoot
Average (+1): Will
STUNTS
Have At Them, You Dogs!: Use Provoke instead of
Will to benefit units under your command during
crew combat.
STRESS
Physical 11 Mental 111
Saint Lazare
High Concept:
Deceptively Ordinary-Looking Merchantman
Crew: Honorless Opportunists
SKILLS
Good (+3): Shoot
Fair (+2): Sail
Average (+1): Fight, Provoke
STUNTS
Medium Ship: 40 guns, 250 crew members.
Fine Sails: +2 when using Sail to determine travel times
or race other vessels.
NOTES
The Saint Lazare is one size class larger than the Half
Moon, so it gains +1 to attack and defend against the Half
Moon in ship-to-ship combat.
The Tunnels
Aspects: Not Built for Humans, Unsettling Alien Atmosphere
To get to the tunnel, Tianlin must take the PCs across the canal and due
west into the empty sands. Once they are a mile south of the ruins, she will
ask the group to look around for a stone building. All the PCs can roll Notice
or Investigate to spot the building, which is nearly the same color as the sand
it is partially buried under.
The building is a cube, twenty feet on each side, with a circular door cover-
ing most of the south face. The lowermost five feet of the door is buried in
sand. Just above the buried lower edge, Tianlin will find a slot that accepts an
item she is carrying, a three-inch-wide purple metallic plate. When she inserts
and removes the plate, the door will descend into the ground.
The interior of the building is vacant, and instead of a floor there is a smooth
stone ramp, descending northward. Tianlin will explain that she has reached
this point before, but from the inside. At the bottom of the ramp, there is a
tunnel that leads to a network of underground passages beneath the ruins. She
believes most of the tunnels existed to service the city’s infrastructure, but she
wonders if this particular tunnel might have been an escape route if the city
was under siege. After all, the Martians must have constructed the disintegra-
tion ray to protect the city from something.
The Tower
When the PCs enter the tower by way of the tunnels, they will bypass most of
the prepared defenses. If anyone approaches the tower on the surface, though,
they will first encounter sentries hidden in the surrounding buildings. There
are three pairs of these soldiers in different locations; at the first sign of an
approaching enemy, they will fire their rifles in the air. Due to these guards,
the neighborhood around the tower has the aspect Silent Sentinels, and the
soldiers have one free invoke on this aspect.
The tower is twenty stories high, and slender, only fifty feet across at the
base and twenty feet across at the summit. It is lime green, made of the same
translucent crystal as the other structures in the ruins. The crystal walls are a
foot thick and durable—only prolonged labor with picks and hammers, or a
heavy prometheum charge, could put a hole in one.
There is only one entrance at ground level, a thirty-foot-wide opening in
the east face. A few small windows allow light and air into the structure at
various points along its height, and at the top is a sheltered enclosure similar
to the top of a bell tower. A sharp-eyed observer might spot a green, gleaming
ten-foot-wide disk suspended in this enclosure.
In the base of the tower is a metallic pyramid, twenty feet across and twenty
feet high. This is the central mechanism of the disintegration ray. When acti-
vated from the control platform at the top of the tower, the pyramid projects
a green beam up through the center of the structure. The beam strikes the
crystal lens at the tower’s summit, and the lens directs the beam at the chosen
target.
A Fistful of Francs
This subplot is suitable for characters with a criminal history or a mercenary
nature.
Farouk, the owner of a small tea shop near the Jiujiang sky harbor, recog-
nizes one of the PCs and asks for her help. He is running a drug smuggling
operation out of his shop, moving hallucinogens harvested from the dark seas
of Neptune to markets on Earth. He has kept this side business hidden from
the colonial governor in order to avoid sharing his profits. Wenjuan, the wife
of the harbormaster, has become aware of Farouk’s dealings. She’s been black-
mailing him, threatening to spill his secret to her husband. Farouk will pay or
pressure the PCs to put an end to Wenjuan’s threats, by any means necessary.
Wenjuan is an experienced black marketeer in her own right, and she will offer
to outbid Farouk if the PCs can help her take control of Farouk’s operation.
The Algorithm
This subplot is best for academically oriented characters or for anyone suscep-
tible to handsome, young mathematicians.
Somewhere in the crowded alleys of Jiujiang, one of the PCs runs across
a badly wounded European man. Edmond is a French mathematician who
claims to have devised a system for improving the calculating power of arith-
metic mills tenfold. He also claims that a secret society called the Watchmaker’s
Guild is trying to prevent him from publishing his discovery. He fled Earth to
save his life, but a Guild assassin pursued him to Mars and nearly killed him.
He had paid for passage on the Dolorosa, but the assassination attempt caused
him to miss the ship’s departure. His story sounds irrational, but there truly
is an assassin hunting him: a woman who has a variety of deadly mechanical
equipment grafted into her body.